
Skada:AddLoadableModule("Damage", function(Skada, L)
	if Skada.db.profile.modulesBlocked.Damage then return end

	local mod = Skada:NewModule(L["Damage"])
	local dpsmod = Skada:NewModule(L["DPS"])
	local playermod = Skada:NewModule(L["Damage spell list"])
	local spellmod = Skada:NewModule(L["Damage spell details"])
	local damagedmod = Skada:NewModule(L["Damaged mobs"])

	local function getDPS(set, player)
		local totaltime = Skada:PlayerActiveTime(set, player)

		return player.damage / math.max(1,totaltime)
	end

	local function getRaidDPS(set)
		if set.time > 0 then
			return set.damage / math.max(1, set.time)
		else
			local endtime = set.endtime
			if not endtime then
				endtime = time()
			end
			return set.damage / math.max(1, endtime - set.starttime)
		end
	end

	local function log_damage(set, dmg)
		-- Get the player.
		local player = Skada:get_player(set, dmg.playerid, dmg.playername)
		if player then

			-- Subtract overkill
	--		local amount = math.max(0,dmg.amount - dmg.overkill)
			-- Or don't. Seems to be the way other meters do it.
			local amount = dmg.amount
	--		self:Print(player.name..": "..dmg.spellname.." for "..tostring(amount))

			-- Also add to set total damage.
			set.damage = set.damage + amount

			-- Add spell to player if it does not exist.
			if not player.damagespells[dmg.spellname] then
				player.damagespells[dmg.spellname] = {id = dmg.spellid, totalhits = 0, damage = 0}
			end

			-- Add to player total damage.
			player.damage = player.damage + amount

			-- Get the spell from player.
			local spell = player.damagespells[dmg.spellname]

			if not dmg.multistrike then
				spell.totalhits = spell.totalhits + 1

				if spell.max == nil or amount > spell.max then
					spell.max = amount
				end

				if (spell.min == nil or amount < spell.min) and not dmg.missed then
					spell.min = amount
				end
			end

			spell.damage = spell.damage + amount

			if dmg.multistrike then
				spell.multistrike = (spell.multistrike or 0) + 1
			elseif dmg.critical then
				spell.critical = (spell.critical or 0) + 1
			elseif dmg.missed ~= nil then
				spell[dmg.missed] = (spell[dmg.missed] or 0) + 1
			elseif dmg.glancing then
				spell.glancing = (spell.glancing or 0) + 1
			elseif dmg.crushing then
				spell.crushing = (spell.crushing or 0) + 1
			else
				spell.hit = (spell.hit or 0) + 1
			end

			-- For now, only save damaged info to current set.
			-- Saving this to Total may become a memory hog deluxe, and besides, it does not make much sense
			-- to see in Total. Why care which particular mob you damaged the most in a whole raid, for example?
			if set == Skada.current and dmg.dstname and amount > 0 then
				-- Make sure destination exists in player.
				if not player.damaged[dmg.dstname] then
					player.damaged[dmg.dstname] = 0
				end

				-- Add to destination.
				player.damaged[dmg.dstname] = player.damaged[dmg.dstname] + amount
			end

		end
	end

	local dmg = {}

	local function SpellDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, samount, soverkill, sschool, sresisted, sblocked, sabsorbed, scritical, sglancing, scrushing, soffhand, smultistrike)
		-- Spell damage.
		if srcGUID ~= dstGUID then
			-- XXX WoD quick fix for Mage's Prismatic Crystal talent
			-- All damage done to the crystal is transferred, so ignore it
			if dstGUID:match("^Creature%-0%-%d+%-%d+%-%d+%-76933%-%w+$") then
				return
			end

			dmg.playerid = srcGUID
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.playername = srcName
			dmg.spellid = spellId
			dmg.spellname = spellName
			dmg.amount = samount
			dmg.overkill = soverkill
			dmg.resisted = sresisted
			dmg.blocked = sblocked
			dmg.absorbed = sabsorbed
			dmg.critical = scritical
			dmg.glancing = sglancing
			dmg.crushing = scrushing
			dmg.offhand = soffhand
			dmg.multistrike = smultistrike
			dmg.missed = nil

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SwingDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, samount, soverkill, sschool, sresisted, sblocked, sabsorbed, scritical, sglancing, scrushing, soffhand, smultistrike)
		-- White melee.
		if srcGUID ~= dstGUID then
			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = 6603
			dmg.spellname = L["Attack"]
			dmg.amount = samount
			dmg.overkill = soverkill
			dmg.resisted = sresisted
			dmg.blocked = sblocked
			dmg.absorbed = sabsorbed
			dmg.critical = scritical
			dmg.glancing = sglancing
			dmg.crushing = scrushing
			dmg.offhand = soffhand
			dmg.multistrike = smultistrike
			dmg.missed = nil

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SpellAbsorbed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...)
        local chk = ...
        local spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount

        if type(chk) == "number" then
            -- Spell event
            spellId, spellName, spellSchool, aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...
            
            if aAmount then
                SpellDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, aAmount)
            end
        else
            -- Swing event
            aGUID, aName, aFlags, aRaidFlags, aspellId, aspellName, aspellSchool, aAmount = ...

            if aAmount then
                SwingDamage(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, aAmount)   
            end
        end
    end
        
	local function SwingMissed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, missed)
		if srcGUID ~= dstGUID then
			-- Melee misses

			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = 6603
			dmg.spellname = L["Attack"]
			dmg.amount = 0
			dmg.overkill = 0
			dmg.resisted = nil
			dmg.blocked = nil
			dmg.absorbed = nil
			dmg.critical = nil
			dmg.glancing = nil
			dmg.crushing = nil
			dmg.offhand = nil
			dmg.multistrike = nil
			dmg.missed = missed

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	local function SpellMissed(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, spellId, spellName, spellSchool, missType)
		-- Misses
		if srcGUID ~= dstGUID then
			dmg.playerid = srcGUID
			dmg.playername = srcName
			dmg.playerflags = srcFlags
			dmg.dstname = dstName
			dmg.spellid = spellId
			dmg.spellname = spellName
			dmg.amount = 0
			dmg.overkill = 0
			dmg.resisted = nil
			dmg.blocked = nil
			dmg.absorbed = nil
			dmg.critical = nil
			dmg.glancing = nil
			dmg.crushing = nil
			dmg.offhand = nil
			dmg.multistrike = nil
			dmg.missed = missType

			Skada:FixPets(dmg)
			log_damage(Skada.current, dmg)
			log_damage(Skada.total, dmg)
		end
	end

	-- Damage overview.
	function mod:Update(win, set)
		-- Max value.
		local max = 0

		local nr = 1
		for i, player in ipairs(set.players) do
			if player.damage > 0 then
				local dps = getDPS(set, player)

				local d = win.dataset[nr] or {}
				win.dataset[nr] = d
				d.label = player.name

				d.valuetext = Skada:FormatValueText(
					Skada:FormatNumber(player.damage), self.metadata.columns.Damage,
					Skada:FormatNumber(dps), self.metadata.columns.DPS,
					string.format("%02.1f%%", player.damage / set.damage * 100), self.metadata.columns.Percent
				)

				d.value = player.damage
				d.id = player.id
				d.class = player.class
				if player.damage > max then
					max = player.damage
				end
				nr = nr + 1
			end
		end

		win.metadata.maxvalue = max
	end

	-- Tooltip for a specific player.
	local function dps_tooltip(win, id, label, tooltip)
		local set = win:get_selected_set()
		local player = Skada:find_player(set, id)
		if player then

			local activetime = Skada:PlayerActiveTime(set, player)
			local totaltime = Skada:GetSetTime(set)
			tooltip:AddLine(player.name.." - "..L["DPS"])
			tooltip:AddDoubleLine(L["Segment time"], totaltime.."s", 255,255,255,255,255,255)
			tooltip:AddDoubleLine(L["Active time"], activetime.."s", 255,255,255,255,255,255)
			tooltip:AddDoubleLine(L["Damage done"], Skada:FormatNumber(player.damage), 255,255,255,255,255,255)
			tooltip:AddDoubleLine(Skada:FormatNumber(player.damage) .. " / " .. activetime .. ":", ("%02.1f"):format(player.damage / math.max(1,activetime)), 255,255,255,255,255,255)

		end
	end

	-- Tooltip for a specific player.
	local function player_tooltip(win, id, label, tooltip)
		local player = Skada:find_player(win:get_selected_set(), playermod.playerid)
		if player then
			local spell = player.damagespells[label]
			if spell then
				tooltip:AddLine(player.name.." - "..label)
				if spell.max and spell.min then
					tooltip:AddDoubleLine(L["Minimum hit:"], Skada:FormatNumber(spell.min), 255,255,255,255,255,255)
					tooltip:AddDoubleLine(L["Maximum hit:"], Skada:FormatNumber(spell.max), 255,255,255,255,255,255)
				end
				tooltip:AddDoubleLine(L["Average hit:"], Skada:FormatNumber(spell.damage / spell.totalhits), 255,255,255,255,255,255)
			end
		end
	end

	-- Tooltip for a specific player.
	-- This is a post-tooltip
	local function damage_tooltip(win, id, label, tooltip)
		local set = win:get_selected_set()
		local player = Skada:find_player(set, id)
		--ChatFrame4:AddMessage(("Set: %s, id: %s"):format(set, id))
		if player then
			local activetime = Skada:PlayerActiveTime(set, player)
			local totaltime = Skada:GetSetTime(set)
			tooltip:AddDoubleLine(L["Activity"], ("%02.1f%%"):format(activetime/math.max(1,totaltime)*100), 255,255,255,255,255,255)
		end
	end

	function playermod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), id)
		if player then
			playermod.playerid = id
			playermod.title = player.name..L["'s Damage"]
		end
	end

	-- Detail view of a player.
	function playermod:Update(win, set)
		-- View spells for this player.

		local player = Skada:find_player(set, self.playerid)
		local max = 0

		-- If we reset we have no data.
		if player then

			local nr = 1
			if player then
				for spellname, spell in pairs(player.damagespells) do

					local d = win.dataset[nr] or {}
					win.dataset[nr] = d
					d.label = spellname
					d.id = spellname
					local _, _, icon = GetSpellInfo(spell.id)
					d.icon = icon
					d.spellid = spell.id
					d.value = spell.damage
					d.valuetext = Skada:FormatValueText(
						Skada:FormatNumber(spell.damage), self.metadata.columns.Damage,
						string.format("%02.1f%%", spell.damage / player.damage * 100), self.metadata.columns.Percent
					)
					if spell.damage > max then
						max = spell.damage
					end
					nr = nr + 1
				end
			end
		end

		win.metadata.maxvalue = max
	end

	function damagedmod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), id)
		damagedmod.playerid = id
		damagedmod.title = (player and player.name or "Unknown")..L["'s "]..L["Damaged mobs"]
	end

	-- Player view showing damaged mobs.
	function damagedmod:Update(win, set)
		local player = Skada:find_player(set, self.playerid)
		local max = 0

		-- If we reset we have no data.
		if player then

			local nr = 1
			if player then
				for mob, amount in pairs(player.damaged) do

					local d = win.dataset[nr] or {}
					win.dataset[nr] = d
					d.label = mob
					d.id = mob
					d.value = amount
					d.valuetext = Skada:FormatValueText(
						Skada:FormatNumber(amount), self.metadata.columns.Damage,
						string.format("%02.1f%%", amount / player.damage * 100), self.metadata.columns.Percent
					)
					if amount > max then
						max = amount
					end
					nr = nr + 1
				end
			end
		end

		win.metadata.maxvalue = max
	end

	local function add_detail_bar(win, title, value)
		local nr = spellmod.nr + 1
		spellmod.nr = nr
		local d = win.dataset[nr] or {}
		win.dataset[nr] = d

		d.value = value
		d.label = title
		d.id = title
		d.valuetext = Skada:FormatValueText(
			value, mod.metadata.columns.Damage,
			string.format("%02.1f%%", value / spellmod.totalhits * 100), mod.metadata.columns.Percent
		)

		win.metadata.maxvalue = math.max(win.metadata.maxvalue, value)
	end

	function spellmod:Enter(win, id, label)
		local player = Skada:find_player(win:get_selected_set(), playermod.playerid)
		spellmod.spellname = label
		spellmod.title = player.name..L["'s "]..label
	end

	function spellmod:Update(win, set)
		local player = Skada:find_player(set,playermod.playerid)

		if player then
			local spell = player.damagespells[self.spellname]

			if spell then
				spellmod.totalhits = spell.totalhits
				spellmod.nr = 0
				win.metadata.maxvalue = 0

				if spell.hit and spell.hit > 0 then
					add_detail_bar(win, L["Hit"], spell.hit)
				end
				if spell.critical and spell.critical > 0 then
					add_detail_bar(win, L["Critical"], spell.critical)
				end
				if spell.multistrike and spell.multistrike > 0 then
					add_detail_bar(win, L["Multistrike"], spell.multistrike)
				end
				if spell.glancing and spell.glancing > 0 then
					add_detail_bar(win, L["Glancing"], spell.glancing)
				end
				if spell.crushing and spell.crushing > 0 then
					add_detail_bar(win, L["Crushing"], spell.crushing)
				end
				if spell.ABSORB and spell.ABSORB > 0 then
					add_detail_bar(win, L["Absorb"], spell.ABSORB)
				end
				if spell.BLOCK and spell.BLOCK > 0 then
					add_detail_bar(win, L["Block"], spell.BLOCK)
				end
				if spell.DEFLECT and spell.DEFLECT > 0 then
					add_detail_bar(win, L["Deflect"], spell.DEFLECT)
				end
				if spell.DODGE and spell.DODGE > 0 then
					add_detail_bar(win, L["Dodge"], spell.DODGE)
				end
				if spell.EVADE and spell.EVADE > 0 then
					add_detail_bar(win, L["Evade"], spell.EVADE)
				end
				if spell.IMMUNE and spell.IMMUNE > 0 then
					add_detail_bar(win, L["Immune"], spell.IMMUNE)
				end
				if spell.MISS and spell.MISS > 0 then
					add_detail_bar(win, L["Missed"], spell.MISS)
				end
				if spell.PARRY and spell.PARRY > 0 then
					add_detail_bar(win, L["Parry"], spell.PARRY)
				end
				if spell.REFLECT and spell.REFLECT > 0 then
					add_detail_bar(win, L["Reflect"], spell.REFLECT)
				end
				if spell.RESIST and spell.RESIST > 0 then
					add_detail_bar(win, L["Resist"], spell.RESIST)
				end

			end
		end

	end

	-- DPS-only view
	function dpsmod:GetSetSummary(set)
		return Skada:FormatNumber(getRaidDPS(set))
	end

	function dpsmod:Update(win, set)
		local max = 0
		local nr = 1

		for i, player in ipairs(set.players) do
			local dps = getDPS(set, player)

			if dps > 0 then
				local d = win.dataset[nr] or {}
				win.dataset[nr] = d
				d.label = player.name
				d.id = player.id
				d.value = dps
				d.class = player.class
				d.valuetext = Skada:FormatNumber(dps)
				if dps > max then
					max = dps
				end

				nr = nr + 1
			end
		end

		win.metadata.maxvalue = max
	end

	function mod:OnEnable()
		dpsmod.metadata = 		{showspots = true, tooltip = dps_tooltip}
		playermod.metadata = 	{tooltip = player_tooltip, click1 = spellmod, columns = {Damage = true, Percent = true}}
		mod.metadata = 			{post_tooltip = damage_tooltip, showspots = true, click1 = playermod, click2 = damagedmod, columns = {Damage = true, DPS = true, Percent = true}}
		damagedmod.metadata = 	{columns = {Damage = true, Percent = true}}
		spellmod.metadata =		{columns = {Damage = true, Percent = true}}

		Skada:RegisterForCL(SpellDamage, 'DAMAGE_SHIELD', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellAbsorbed, 'SPELL_ABSORBED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_PERIODIC_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'SPELL_BUILDING_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellDamage, 'RANGE_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:RegisterForCL(SwingDamage, 'SWING_DAMAGE', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SwingMissed, 'SWING_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:RegisterForCL(SpellMissed, 'SPELL_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'SPELL_PERIODIC_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'RANGE_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})
		Skada:RegisterForCL(SpellMissed, 'SPELL_BUILDING_MISSED', {src_is_interesting = true, dst_is_not_interesting = true})

		Skada:AddFeed(L["Damage: Personal DPS"], function()
			if Skada.current then
				local player = Skada:find_player(Skada.current, UnitGUID("player"))
				if player then
					return Skada:FormatNumber(getDPS(Skada.current, player)).." "..L["DPS"]
				end
			end
		end)
		Skada:AddFeed(L["Damage: Raid DPS"], function()
			if Skada.current then
				return Skada:FormatNumber(getRaidDPS(Skada.current)).." "..L["RDPS"]
			end
		end)
		Skada:AddMode(self)
	end

	function mod:OnDisable()
		Skada:RemoveMode(self)

		Skada:RemoveFeed(L["Damage: Personal DPS"])
		Skada:RemoveFeed(L["Damage: Raid DPS"])
	end

	function dpsmod:OnEnable()
		Skada:AddMode(self)
	end

	function dpsmod:OnDisable()
		Skada:RemoveMode(self)
	end

	function mod:AddToTooltip(set, tooltip)
		GameTooltip:AddDoubleLine(L["DPS"], Skada:FormatNumber(getRaidDPS(set)), 1,1,1)
	end

	function mod:GetSetSummary(set)
		return Skada:FormatValueText(
			Skada:FormatNumber(set.damage), self.metadata.columns.Damage,
			Skada:FormatNumber(getRaidDPS(set)), self.metadata.columns.DPS
		)
	end

	-- Called by Skada when a new player is added to a set.
	function mod:AddPlayerAttributes(player)
		if not player.damage then
			player.damage = 0
			player.damagespells = {}
		end
		if not player.damaged then
			player.damaged = {}
		end
	end

	-- Called by Skada when a new set is created.
	function mod:AddSetAttributes(set)
		if not set.damage then
			set.damage = 0
		end
	end
end)

